From 7659107b75b4ca19ac07865b8e2939050419cc96 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 29 Aug 2020 02:19:41 +0200 Subject: [PATCH] - removed SW's SK_AUTO_AIM for good. When networking becomes a thing again this can be done as a server CVAR without such a messy approach. --- source/core/packet.h | 2 -- source/sw/src/input.cpp | 13 ------------- source/sw/src/predict.cpp | 7 ------- 3 files changed, 22 deletions(-) diff --git a/source/core/packet.h b/source/core/packet.h index bcbdb3d20..0097f5df1 100644 --- a/source/core/packet.h +++ b/source/core/packet.h @@ -115,8 +115,6 @@ union SYNCFLAGS // -#define SK_AUTO_AIM 7 - #define SK_LOOK_UP 12 #define SK_LOOK_DOWN 13 #define SK_CRAWL_LOCK 14 diff --git a/source/sw/src/input.cpp b/source/sw/src/input.cpp index 3c06285d5..1848cadc6 100644 --- a/source/sw/src/input.cpp +++ b/source/sw/src/input.cpp @@ -309,19 +309,6 @@ getinput(InputPacket *loc, SWBOOL tied) loc->q16avel += q16angvel; loc->q16horz += q16horz; - if (!CommEnabled) - { - // What a mess...:? -#if 0 - if (MenuButtonAutoAim) - { - MenuButtonAutoAim = FALSE; - if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim) - SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE); - } -#endif - } - // actually snap SET_LOC_KEY(loc->bits, SK_AIM_UP, buttonMap.ButtonDown(gamefunc_Aim_Up)); diff --git a/source/sw/src/predict.cpp b/source/sw/src/predict.cpp index 56094b50a..e89d817dc 100644 --- a/source/sw/src/predict.cpp +++ b/source/sw/src/predict.cpp @@ -85,13 +85,6 @@ DoPrediction(PLAYERp ppp) // get it out of sync ppp->input.actions &= ~(SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN);; ppp->KeyPressBits |= (SB_WEAPONMASK_BITS|SB_ITEMUSE_BITS|SB_INVNEXT|SB_INVPREV|SB_INVUSE|SB_HOLSTER|SB_CENTERVIEW|SB_FIRE|SB_OPEN); - RESET(ppp->input.bits, - BIT(SK_AUTO_AIM) - ); - - SET(ppp->KeyPressFlags, - BIT(SK_AUTO_AIM) - ); // back up things so they won't get stepped on bakrandomseed = randomseed;